Search found 77 matches
- Thu Jul 13, 2017 6:47 pm
- Forum: Implemented Suggestions
- Topic: 5th Logistics Box (Filtered Yellow-or-Red)
- Replies: 12
- Views: 3890
Re: 5th Logistics Box (Filtered Yellow-or-Red)
abordoli, I just found this video segment that offers a solution to our problem without using circuit logic: https://youtu.be/4NndX_vGfRs?t=1531 It's a clever solution to the supply depot problem. The potential downside is that you must split up your logistics network to do this, which isn't a bad i...
- Thu Jul 13, 2017 4:25 pm
- Forum: Implemented Suggestions
- Topic: 5th Logistics Box (Filtered Yellow-or-Red)
- Replies: 12
- Views: 3890
Re: 5th Logistics Box (Filtered Yellow-or-Red)
Yeah, I hate the overly complex solutions that barely improve the situation just to fix what could easily be fixed by a 5th type of chest. I like the Sneaker2's name for it ... "Player Chest"! ~B Why not just have a logistic chest with programmable conditions, like how automated train ins...
- Thu Jul 13, 2017 3:24 pm
- Forum: Implemented Suggestions
- Topic: 5th Logistics Box (Filtered Yellow-or-Red)
- Replies: 12
- Views: 3890
Re: 5th Logistics Box (Filtered Yellow-or-Red)
Why even bother with where the items are stored. You request them by bot anyway. No, the OP has a legitimate argument. Where you store the items is important, even in a bot network. In Friday Fact post 191: https://www.factorio.com/blog/post/fff-191 It is mentioned that the devs are interested in g...
- Thu Jul 13, 2017 1:37 pm
- Forum: Ideas and Suggestions
- Topic: Machine art suggestion to improve ease of use
- Replies: 0
- Views: 519
Machine art suggestion to improve ease of use
I may be nitpicking, but I have seen several people post questions about why a setup doesn't work when it came down to eyeballing the machine's borders incorrectly and misplacing inserters or whatever. Below are some examples of machines that I've seen cause problems for others (the plastic chem pla...
- Thu Jul 13, 2017 12:48 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5553
Re: Automatic infinite research
The progress is saved, meaning if you are already 70% at mining prod 798234 then change to bot speed 9000 you can change it back to mining prod 798234 and only still need 30% more to do. That could make for an interesting UI experience when you are researching something that requires a huge amount ...
- Thu Jul 13, 2017 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Mining Drills
- Replies: 10
- Views: 3507
Re: Advanced Mining Drills
There already are 3 types of furnaces, so basically an MK1, MK2 and MK3. Eeeeehhhhh... Wouldn't it be more like the basic furnace and steel furnace are MK1 and MK2 for coal-fired, and electric is MK1 of its kind? Splitting hairs anyway. Many people have requested more specific kinds of mining machi...
- Wed Jul 12, 2017 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Allow Rotation of entity ghosts
- Replies: 2
- Views: 988
Re: Allow Rotation of entity ghosts
Agreed. The more ghosts present in a factory, the more haunted the factory should be. As haunting increases, random effects should begin to occur around the affected area(s).Ripshaft wrote:I'm for your suggestion though you lost me at making ghosts less spooky, I cannot in good conscience approve of that part.
- Tue Jul 11, 2017 8:15 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5553
Re: Automatic infinite research
The progress is saved, meaning if you are already 70% at mining prod 798234 then change to bot speed 9000 you can change it back to mining prod 798234 and only still need 30% more to do. That could make for an interesting UI experience when you are researching something that requires a huge amount ...
- Tue Jul 11, 2017 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5553
Re: Automatic infinite research
What happens to the science progress done if you let it run all night and are only halfway finished with mining productivity 798234, but had forgotten to change it to bot speed 9000 and want to change it before it's complete?
- Tue Jul 11, 2017 7:37 pm
- Forum: Ideas and Suggestions
- Topic: Ground-based worker bots for early-mid game
- Replies: 5
- Views: 2930
Re: Ground-based worker bots for early-mid game
Do you want to elaborate on the tasks these bots would perform? I think anyone could quickly think of their own bucket list, but some that stand out to me are: -Chop down trees (either in specific work area or indefinitely) - either to retain the wood or destroy it -Harvest rock outcrops (either in...
- Tue Jul 11, 2017 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Ground-based worker bots for early-mid game
- Replies: 5
- Views: 2930
Ground-based worker bots for early-mid game
Abstract: Bipedal or quadrupedal bots that can be built before logistics, batteries and flight, to carry out basic menial tasks. Idea: I would love the ability to build ground-based robot slaves earlier in the game to do tasks that are grindy. For example, building burner bots that run on coal that ...
- Tue Jul 11, 2017 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Automatic infinite research
- Replies: 21
- Views: 5553
Re: Automatic infinite research
automatically assigning the next technology might jam things up if it expects a science pack you aren't making yet There are a couple of ways this could be dealt with. Some quick ideas: 1. When you select a tech as a goal that requires science packs you aren't producing yet, the game can notify you...
- Mon Jul 10, 2017 6:54 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Mining Drills
- Replies: 10
- Views: 3507
Re: Advanced Mining Drills
How many years would one need in a vanilla playthrough, to achieve such ridiculous productivity researches ? :) Ha. Well, here's one person who got to mining productivity 275 in "only" 330 hours: https://www.reddit.com/r/factorio/comments/6bqche/4000_rockets_of_science_and_research_and_wh...
- Mon Jul 10, 2017 6:01 pm
- Forum: Ideas and Suggestions
- Topic: HEY, What about Air/Water enemies? (sp/en w/PD)
- Replies: 9
- Views: 3202
Re: HEY, What about Air/Water enemies? (sp/en w/PD)
Sea worms... that surface periodically next to your water pumps and launch an ICBM nuke at a random target in your factory if you don't kill it in time.
- Mon Jul 10, 2017 5:26 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Mining Drills
- Replies: 10
- Views: 3507
Re: Advanced Mining Drills
Depends on what you mean by "ridiculously few" . Are too many miners needed with productivity 100? 200? 1,000?Koub wrote:With an optimized smelting line (prod 3 modules in electric furnaces, beacons with speed 3 modules), you need ridiculously few smelters to saturate a blue belt.
- Mon Jul 10, 2017 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Mining Drills
- Replies: 10
- Views: 3507
Re: Advanced Mining Drills
I would argue that what is needed isn't better miners, but better smelters. As you invest in mining efficiency, you need fewer and fewer miners to saturate belts, yet you are still bottlenecked by smelting. In reality, a better smelter would perhaps process the ore better and/or faster to increase p...
- Mon Jul 10, 2017 2:46 pm
- Forum: Ideas and Suggestions
- Topic: Palisade or wooden wall
- Replies: 7
- Views: 3248
Re: Palisade or wooden wall
Making walls an end-game tech like this renders Factorio literally unplayable.Koub wrote:Indeed, there is a 10 red science research needed to unlock stone walls.
- Mon Jul 10, 2017 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Time/Ratio tree
- Replies: 2
- Views: 1116
Re: Time/Ratio tree
While I agree that some kind of implementation of help on ratios would be nice, I don't think that's what the devs want to do. It seems they would like to maintain the charm of having you do arithmetic in your head and use spreadsheets & calculators. At some point, the hand holding becomes too m...
- Fri Jul 07, 2017 1:13 pm
- Forum: Ideas and Suggestions
- Topic: Add a (Production - Consumption) Graph
- Replies: 1
- Views: 731
- Fri Jul 07, 2017 1:10 pm
- Forum: Implemented Suggestions
- Topic: Rocket Silo Science Tree missing purple science
- Replies: 6
- Views: 2654
Re: Rocket Silo Science Tree missing purple science
The tech tree is already so incredibly convoluted, I'm impressed you even noticed this. Regarding your concern about new players being confused, I'd say that probably the majority of new players are overwhelmed by the sheer number of techs and can't mentally track the order of things whatsoever. Jus...